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publicreadonlyGUIContentsssTransmittancePreview1=newGUIContent("Shows the fraction of light passing through the object as thickness increases to 1.");
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publicreadonlyGUIContentsssNumProfiles=newGUIContent("Number of profiles");
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publicreadonlyGUIContentsssProfileStdDev1=newGUIContent("Standard deviation #1","Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
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publicreadonlyGUIContentsssProfileStdDev2=newGUIContent("Standard deviation #2","Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
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publicreadonlyGUIContentsssProfileLerpWeight=newGUIContent("Filter interpolation","Controls linear interpolation between the two Gaussian filters.");
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publicreadonlyGUIContentsssProfileTransmission=newGUIContent("Enable transmission","Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
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publicreadonlyGUIContentsssProfileThicknessRemap=newGUIContent("Thickness remap","Remaps the thickness parameter from [0, 1] to the desired range.");
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publicreadonlyGUIContentsssTexturingMode=newGUIContent("Texturing mode","Specifies when the diffuse texture should be applied.");
publicreadonlyGUIContentsssNumProfiles=newGUIContent("Number of profiles");
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publicreadonlyGUIContentsssTexturingMode=newGUIContent("Texturing mode","Specifies when the diffuse texture should be applied.");
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publicreadonlyGUIContent[]sssTexturingModeOptions=newGUIContent[3]{newGUIContent("Pre-scatter","Before the blurring pass. Effectively results in the diffuse texture getting blurred together with the lighting."),newGUIContent("Post-scatter","After the blurring pass. Effectively preserves the sharpness of the diffuse texture."),newGUIContent("Pre- and post-scatter","Both before and after the blurring pass.")};
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